Moves the Leader Around the Battlefield (Movement Limited to a certain
Amount of Steps Per PT)

Right Analog: Rotates Camera about the Battle Field

Preemptive Movement:

Stores Actions on the PT (Preemptive Time) Gauge to be Taken during the
Active Movement

***Note Commands fill up the PT Gauge from 0 to 360, worth various PT
Points depending on the Action/Special Attack/Spell Used. Pressing the
Corresponding Positions on the Pad (X,Y,B,A or Square,Triangle,Ex,Circle) will
Call up the respective Preemptive Movement Menu (PM) to Enter the Commands to
Store on the PT Gauge.

*Note that Y/Triangle is Always 1, the Leader Designation and the
respective positions around him.

***Note you can Change the Formation of Battle in the Tactics Menu in the
Main Menu

Type 1: (See Above)

Type 2: 1 2

3 4

Type 3: 4 2 1 3

Type 4: 2 1 3

4

Type 5: Custom Formation

During the Preemptive Movement, Pressing the Corresponding Party Member
Button Calls up that Party Member's Preemptive Movement Screen.

D-Pad: Preemptive Movement Commands

Commands can now be Stored on the PT Gauge for use During the Active
Movement at the Player's Discretion. The Commands are entered Via the D-Pad.

Up = Attack

Left = Magic (when Left is Pressed the Magic Menu Opens to specify What
Spell you wish to use and determine it's Range (how far away the Spell is Cast),
Field (how Wide the Spell can reach surrounding Enemies), and Intensity (how
much Damage the Spell Inflicts, determined by the Power of the Spell based on
Prisms you added to the Ability). Spells Take up a lot of PT per cast so
think wisely beforehand whether or not you want to cast a spell or two as it
limits movement.

Right = Special (when Right is Pressed the Special Menu Opens to specify
Special you wish to use, Specials have no Range since they are Mainly Physical
Attacks, they only have Field and Intensity to gauge them. A Wide field
can also mean a long range attack. But remember that Specials consume lots
of PT so use them wisely.)

Down = Defend (Blocks 25-50% HP Damage based on Defenses)

Select = Item (Using Items Costs 0 PT on the PT Gauge and Can be used at
any Time during Active Movement) You can only use One Item Per Party
Member per Active Movement so a Max of 4 Items can be used Per Active Movement.
During Active Movement, press Select to use the Item you Stored, Only the Leader
(whom the Player Controls) can use the Item the Player Stored during the
Preemptive Movement, if the Player wishes to use the Items stored in the Allies'
PT Gauge, he must switch control over to his Ally to use the Item.

***Note, if the Insanity Gauge (found below the PT Gauge) is full, the
Special portion of the Preemptive Menu will be replaced with "Chaos Rave"
See the Chaos Rave Section for more Details***

PT Gauge:

As stated Earlier, the PT (Preemptive Time) Gauge is filled by Actions
that will be Taken by the Player during the Active Movement, each action costs a
certain amount of PT, and During the Active Movement those actions can be used
at the Player's Discretion or if the Party Member isn't being Controlled by the
Player, Auto Mode will be Active (see Auto-Mode and Active Movement for
more Details). PT is consumed every time an Action is taken, Actions are
either Magic, Attack, Special, or Defend, with the exception of Chaos Rave
Attacks (See Chaos Rave Section for more Details***), they are stored on the PT
Gauge during Preemptive Movement, and Spent during Active Movement.

Active Movement:

When all the PT Gauge Actions have been entered for each Party Member,
Active Movement will Commence. Active Movement allows the player to Move
the Leader and his 3 Allies about the Battlefield and expend whatever Actions he
stored on the PT Gauge (Namely: Attacks, Spells, Special Skills, and
Defending).

The Player Starts the Active Movement with Control of the Party's Leader,
but he can Switch Leader Control at any time during the Active Movement by
Pressing R1+ the Corresponding Character Button (see Party Positioning in Battle
above***)

Here are the following Actions Each Party member can take during an Active
Movement while under the Player's Control as Leader: ***Note that all of these
Actions Consume PT on the PT Gauge***

X/Square Button: Magic

Y/Triangle Button: Attack (***Attacking while an Enemy is trying to
counterattack during Active Movement results in an Active Counter, which doubles
HP Damage to the Enemy!)

A/Circle Button: Special Attack (***Special Attacks have different
Frame Animations per character, but if you switch characters while the Special
Attack is being launched and "Cancel Link" the Special Attack of another Ally,
you can perform Cancel Link Arts, Advanced Link Arts, and Tactical Destruction
Arts, more information on Cancel Link Arts Below***)

Inactive Party Members: Auto-Mode

The 3 Allies that aren't currently under the Player's Control during
Active Movement are put in Auto-Mode. Auto-Mode gives various commands to
the Inactive Ally that will Assist the Leader of the Party (who the Player
controls) in battle. Auto-Mode can be adjusted in the Main Menu before
Battle or in the Preemptive Movement Menu by Pressing the R2 Button.
Various Commands will be Automatically Assigned for the Ally to Make in various
Offensive, Defensive, Counterattacking, or Cancel Link situations, depending on
how the Player sets up the allies in the Auto-Mode Menu. Note that during
Active Movement, the Player can switch control to one of his allies (R1+any of
the Ally Buttons), while the former leader will switch to Auto-Mode based on the
settings placed on the Leader during Auto-Mode. Allies in Auto-Mode spend
25% less PT than the Actively controlled Leader of the party that the Player
controls when commands are issued.

Allies in Auto-Mode can be commanded to perform certain Actions by the
Leader at any time by Pressing L1 for Spells, L2 for Special Attacks, R2 for
Defend, for Example, Pressing L1 commands any Allies in Auto-Mode to Cast a
Spell pre-set by the Player during the Preemptive Movement (note, Holding L1,
L2, or R2 and pressing any Specific Ally Button can command Allies to
Individually take Action instead of all at once).

When allies are in Auto-Mode, they can Automatically Use Items on
themselves and the Leader based on HP Loss % specified by the Player, Use
Healing Spells at Critical Moments (Costs PT), Defensive/Support Spells to
Allies/Leader, Status Ailments to Enemies to Debilitate them, or Follow up Chain
Attacks or Cancel Link Arts to Aid the Leader while Attacking.

Auto-Mode Movement

Specified by the Player in Three Categories: Front-Line, Defensive,
Long-Range

Front-Line: Allies stick close to the Enemy and Attack Automatically
(unless the Attack Command was not Stored on the PT Gauge during Preemptive
Movement), fall back and Heal if HP is at a low %, and based on the actions of
the Leader, attempt to Follow Up with Chain Attacks, and whenever the Player
(the Leader) uses Special Attacks or Spells, the Auto-Mode ally will attempt to
Cancel Link the attacks with his/her own Special Attacks and/or Spells
(specified by the Player during Preemptive Movement), until the PT Gauge is
empty. Default Primary Command used most often is Attack (unless otherwise
specified in the Auto-Mode Menu by the Player).

Defensive: Ally sticks close to the Leader/Other Allies based on HP%
and will try to get In between the Enemy and his Allies/Leader. His
primary Command is Defend, and has a high % Chance of using Precision Defense
Automatically, will Cast Defensive/Healing Spells if HP% reaches a certain
Amount (Determined by Player), or if specified as an Auto-Mode Command, will
cast Defensive Spells on the Party. Also casts Status Ailments based on
Enemy HP%, also tries to Taunt Enemies and draw their attacks.

Long-Range: Ally stays a relative distance away from the Leader and
Casts Spells/uses Long Range attacks/Status Ailments on the Enemy, Avoids
Enemies at ranges specified by the Player. Frequently casts Defensive
Spells on himself, or uses Items to Heal Allies (specified by Player in
Auto-Mode Menu/Stored in PT Gauge), also Attempts to Cancel Link with Leader in
attacks/chain attacks.

*Remember* You can switch Control to any Party Member at any Time During
the Active Movement by Holding R1 + the Corresponding Ally Buttons.

***Note*** If no Spell, Special Attack, or Defend Command was stored on
the PT Gauge, and a Command was Issued (pressing L1, L2, or R2) the Default
Commands stored on the PT Gauge will be Given

****IMPORTANT**** Issuing Commands to Allies in Auto-Mode while their PT
Gauge is Empty results in NO ACTION!

Whenever the PT Gauge is Empty, no action will be taken, and if all 4 PT
Gauges are Empty, Counter Movement Begins...

Counter Movement: Enemy Attacks

During Counter Movement, it is the Enemy's Turn to Attack, During which
time they have their own separate PT Gauges (not seen by the Player)

During this Time the Party's Leader will have the Option of Moving around
the Battlefield and "evading attacks", while the remaining Allies will be in
Auto-Mode and be positioned in relation to the Leader/Enemy based on their
Auto-Mode movement positions. During this time the following commands can
be issued:

B/Ex Button = Guard/Precision Defense

Y/Triangle Button = Counter Attack (Enemy attacks have certain "Frames" in
which they move, timed Pressing of this Button can result in a Counterattack,
but be careful...the enemy may perform an Active Counter doubling HP Damage!)

A/Circle Button = PT Destroyer (Certain Special Attacks in the Player's
Disposal have the PT Destroyer Attribute, it Causes no Damage to the Enemy,
however, it can Eliminate or "Interrupt" the PT Gauge altogether for that Enemy,
Timing for this ability is somewhat smaller than that of a Counterattack or
Precision Defense, but if the Player can time it well, it works to the Player's
advantage, eliminating the oncoming Attack...but be careful...as certain Rare
Enemies have this ability as well, and can Destroy your PT Gauge as well during
an Active Movement!!)

X/Square Button = Magic Reaction (Certain spells have Defensive
Properties, that if Pressed at a specific Point during an Enemy Attack, can be
activated, Timing is varied, however, but costs 0 PT for such things as Counter
Spells, Auto-Defense Spells, and the like).

****SPECIAL NOTE**** If the party can successfully use PT Destroyer
techniques during the Counter Movement, the result is a PT Turnover, where it
Automatically becomes a Preemptive Movement (the Player's turn) once again!

Pressing R1+Any Ally Button during the Counter Movement gives control of
the Ally over to the Player.

Cancel Link Arts: The Art of Making Combos

Combining Chain Combos (Attacks or Magic that is Consecutive in Damage)
results in Damage Multipliers, but, by Pressing the B/Circle Button, the Player
can Launch Special Attacks that Cost PT (Preemptive Time), this can be Chain
Lined with Normal Attacks and/or Spells for a Chain Combo.

However, if the Leader launches a Special Attack, and then Issues an
Auto-Mode Command for an Ally to do their Special Attack (assuming it was Stored
on the PT Gauge) by Pressing R2 or R2 + One of the Ally Buttons (Circle, Ex,
Square), that Ally will "Cancel Link" their Special Attack with the Leader,
resulting in a Cancel Link Art, which Combines Attacks, as well as reducing PT
that was lost during the Special Attack if it was done alone. 25%-75% PT
can be saved on Special Attacks if they are Cancel Linked, therefore, it's in
the Party's Best interest to use Cancel Link Arts as often as Possible.

If a Cancel Link Art is successful, and the Player manages to have a Third
party member Cancel Link a Normal Attack, Special Attack, or Spell into a Cancel
Link Art, it transforms into an Advanced Link Art, which Multiplies Damage as
well as Minimizes PT loss as much as 75% PT Cost.

If the Fourth Ally manages to Cancel Link into the 3 Previous
Attacks...this is Called a Tactical Destruction Art, Tactical Destruction Arts
are Rare, and sacrifice the Party's PT for one Active Movement to perform, but
they do Massive Damage to the Enemy Opposition, so doing them is either Risky or
Mandatory.

Note******A Tactical Destruction Art can only be performed when all Four
Party Members Cancel Link their Stored Special Attacks into a Cancel Link Chain
Combo successfully. *Warning* Certain Enemies can only be Damaged by Tactical
Destruction Arts, so be careful!

PT Capacity Bonus

If all the Commands Entered during the Preemptive Movement are Performed,
and there is still PT Remaining in the Gauge (usually from being saved from
Cancel Link Arts), it will be stored as PT Bonus during the next Preemptive
Movement. For example normally, allies can only store up to 360 PT in the
PT Gauge for their Actions they will take during the Active Movement, but if
they manage to Save Additional PT in their Gauges when all the Commands that
were stored are entered, During the next Preemptive Movement, they will get to
use the PT they save, allowing for more Actions During the Active Movement. If
you save 20 PT on the Gauge at the End of Active Movement 1, you get to use 380
PT during the Preemptive Movement.

If the battle Ends and the Party has leftover PT, that PT will be counted
towards a fraction of the Party's Skill Bonus...basically shortening the PT Cost
for Attacks, Defense, Magic, or Special Attacks, allowing them to be performed
more often during Active Movements.

Party Skill Bonus: Party Growth

There are several statistics for each ally: Strength (Str),
Endurance (End), Intelligence (Int), Spirit (Spr), Agility (Agl), Dexterity (Dex),
Luck (Lck), these stats improve the more often an Ally Attacks (Str, Dex),
Defends (End, Spr, Agl), casts Magic (Int), or uses Special Attacks...the more
you do, the better you get. This is improved even more when Cancel Link
Arts, Advanced Link Arts, and Tactical Destruction Arts are performed.
Saving PT at the end of a battle is the best way to improve.

Element Prisms Special Attack Growth

Players can power-up their Special attacks by Finding and Using Prisms,
which not only boost their overall effectiveness with weapons/armor, but also
improve Range and Dexterity of Spells, Special, and even Normal Attacks.
Can also play Duel Prism with these Gems!

Chaos Rave Attacks Ultimate Skill Attacks

If the Insanity Meter (below the PT Gauge) fills to Maximum...players can
Unleash their Chaos Rave attacks. These attacks cost 0 PT and do massive
Damage to the Enemy, they also have PT Destroyer attributes, Chaos Raves can be
used either during Active Movement or Counter Movement (when the Enemy Attacks).
Filling up the Insanity Gauge, depending on which Chaos Raves you have equipped,
can vary from Ally to Ally. This can vary from Damage to Defending against
Attacks, to Healing Allies, etc. Chaos Raves can range from Ultimate
Skills, to Stat Bonuses, to Even Summoning Great Holy Beasts to do Battle for
you! On top of this, an ally empties his PT Gauge and finishes with a
Chaos Rave attack, 50% of the Gauge will be added on to the next
Preemptive Movement for that Ally.